#ue4-general
1 messages · Page 651 of 1
do I need to select anything for this to work
ERROR: Visual Studio 2017 must be installed in order to build this target.
nv answer is the game development c++ (googled it)
Is there a way to stop DBuffer decals appearing through masked foliage?
@sharp crest Desktop development with c++ and the .NET desktop development for the newer unreal versions
That's at least what i did -> into download the engine over the epic games launcher
Sup peeps
I already did the game development c++ only.. let's hope that works 😅 @maiden sundial
Does anyone know how I can get the velocity of a joint?
@celest creek
Does anyone know how to refresh A blueprint?
I am currently making a zombie spawner and when the zombie is spawned it wont react as if I were to play a standalone zombie
😦 i still cant figure out whats wrong with my navigation
@sharp crest I didn't see any good answers when googling it, and your search shows some unanswered questions and no real answer (so far). I guess it's not an easy question but I'll keep googling. I tried the 'Get Physics Linear Velocity' that the first result mentions but no real luck.
Maybe I can use sockets instead.. I'm just trying to figure out when a ragdoll has calmed down, thought that if I can get velocity of a joint I could just check the mag of that.
working on a ship how can I make it go down when I go into hover on button press
I used my mesh's 'get component velocity' instead, couldn't get joints nor sockets to work but think it's possible somehow still.
@brazen hull Are you using physics or driving the locations in any other way?
well I am new to ue4 and its basicly just the starter ue4 ship and I want it to like hover and then make it land and go downwards
dont know too much about ue4
I think that's using physics.. it's not a quick answer for that, a fair bit is involved for it
Talk about Level Design, Static Meshes, Physics, and more.
Update 17/05/2018: Tutorial from Marco (with proper damping): https://www.youtube.com/watch?v=ko6lDSSNhV8
How to create a Hover Vehicle in Unreal Engine 4.7+ with blueprints. I used Unreal Engine's Hover Component Tutorial as a basis, be sure to check it out here: https://www.yo...
Maybe look at those things
I need assistance
I basically wanna spawn in an actor that spawns other actors within a certain area
But the area is the outside of a square
I want to make a death animation and death function but the question is where I need to do it in the character- in the hud or where?
make it in a base character and dynamically add it to anything from there. Because you can 🙂
also, interfaces
interfaces are my fave thing after slate
heh
both I guess 😄
depends how you animate really. Some people use pure anim graph. Some use programmatic methods. Presuming you are doing it in anim graph, then you have options based on parent child structure. If you want a base char that inherits the anim graph to share anims, then put it there, otherwise just in the character as associated with the SkMesh. Otherwise if you want a truly dynamic approach, you can pass anims by name and play them on an appropriately targetted SkMesh from anywhere really if you keep a solitary anim graph setup for it
the new anim sharing methods are something I haven't really looked into because I had a setup down before they added that, but that might help too
animation montage
oo gg bro, so complex-xD
I just want when the health is on 0 the chaarcter to be death-xD nothing complex
and some animation like to fall down-xD
then anim graph associated in the character
then its tutorial time
montage would not be complexe
which montage?
They still need animation bp to run montage regardless
yeah, even when you don't have an animation bp, the engine generates one for you. so there is not a lot of point in avoiding them
anyone know how I would go about making a elevator with 3 floors? looked on yt but most are just lifts where you go on top of it and it auto goes up
make a platform follow a spline. Have a spline point at each floor. Give the option to stop on a boolean check at each point based on what floor the user selected.
Many ways to do it.
You could hard code the location of course. You could have an trigger set up. You could have an array of empties to store location and adjust them per instance.
@plush yew so when you are using dynamic lighting (not built) it's fine but built it's low quality?
what do you mean by preview quality?
maybe its lightmap uvs?
so when you build lighting on preview it's fine but on production it's not?
I gotta get rid of these black walls man
but you did bake on preview, we are not talking about when it says preview in the shadows before baking
because that is NOT the same as building light on preview
put that item into a different light channel so it's not affected by your light build?
Lighting Channel
Would the light channel be under the static mesh properties or the directional light properties? Trying to find it now.
they are in the item itself (so the static mesh) and in the light itself
both under the Light or Lighting category
yep, tell it not to accept light from channel 0 and it will not be affected by a light casting in channel 0
you can use no channel if you want no lights
Nah I meant it looks perfect with 'unlit' view :
It's one single static mesh with 160 mats and 1 LOD
So lit looks like garbage
what if you changed your shading model on your materials to unlit then
^
thats goijng to be the same as unlit mode
also you can just adjust your spec that looks like its what your complaining about if you dont want to make everything unlit
Ahhhh
That all one mesh? Lightmap must look terrible
Hello,
Anyone can tell me where playerName in playerstate is generated?
impossible to find it in Aplayerstate.cpp
where can it be generate?
i m talking about the generation method not the property
So basically, I ported a 1.6 map into blender as .OBJ, then exported as .FBX, my end goal is to port it to Pavlov so I can enjoy it in VR, however any time I separate and parent a model in Blender it doesn't import together in UE.
I am on 4.24 but I cant find the blueprint brush in the landscape editor, can someone help me?
is it possible to convert scripts for unity to ue4?
@cosmic matrix it looks like AGameModeBase::InitNewPlayer( is where this gets set by default
https://www.youtube.com/watch?v=XQWjHWRw8yI&lc=z23zsn1abyqbdbv4104t1aokgzpjaphfxbiard3kydofbk0h00410
Earthquake 8.2 - Official GameTeaser
8.2 Büyüklüğünde bir depremin yarattığı tahribat ! Karakterimizin büyük yıkım sonrası yaşadığı zorlukları anlatan üzücü ve zorlu hikayeye heyecan verici bir bakış.
Videodaki sahnede deprem olmuş, yıkım gerçekleşmiş, fakat hala büyük artçı de...
Got it!
@plush yew what does it look like with preview quality built?
@grim ore will check right now
Has anyone ever seen this behaviour? I'm not sure why, but rubbing up against trees seems to make my character think he's eating a Mario powerup.
Your foliage instance is way too big. So it killed shadow to save performance
@royal crest If you're fluent in C# and C++/Blueprints you could probably replicate a script but it's impossible to just convert. I've taken some basic mobile AR scripts and made BP equivalents before.
the reason it looked fine before was you had dynamic lighting on more than likely so the shadows were realtime not baked
find your foliage and tell it not to use static lighting
you can also look thru here for tips https://forums.unrealengine.com/development-discussion/rendering/39490-lightmap-too-large-warnings
uncheck the cast static shadow that is an option
thats going to depend on your project, you need to start playing with stuff and see what works
and fixed some mistakes i found 😄
This is a perfect opportunity to turn those comment bubbles into a rainbow
No
hey guys: I passed to new 4.24 and when I open project, it doesnt open my old assets, that I let opened from last time
I found this parametr, but nothing changed
@grim ore thank s that s what i m looking for but there is a defaultplayername declare and used but no value set do know where the value is set
Hey, I don't know if this is the right channel for it, but I need some assistance with my UE4.
Ever since I've updated my UE to 4.24.2, my Swarm Agent hasn't been able to build lighting. Each time I chose to build lighting, my UE froze and Swarm Agent kept spamming the following in console.
1:12:39 AM: ... registering SwarmAgent with remoting service
1:12:39 AM: ... registering SwarmAgent network channels
1:12:39 AM: [ERROR] Channel registration failed. Reason: No such host is known
, Callstack: at System.Net.Dns.GetAddrInfo(String name)
at System.Net.Dns.InternalGetHostByName(String hostName, Boolean includeIPv6)
at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
at Agent.AgentApplication.Main(String[] args) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.```
If anyone knows a possible fix, please mention me.
How should I start to do a Line trace weapon shooting that is replicable on network?
Anything that should not be used?
i have a cape
and for some reason when i import it in
it looks like this
why?
from the other side its normal
am confused why this is happening and thanks
Hey there i want to ask have Someone experience with 2D fighting games in UE4 ?
@honest stone what do you want to know?
So in fighting Games it US usual That Player one and two always Face each Otter whereever they are so i want to ask how can i make That in blueprint i have Player one and two when i Jump over a Player they dont Face wach Other
Sry for My Bad english 😅
Simply put, you want your character to face the direction you move (Pressed D, character faces towards the right), correct?
@plush yew in material turn on 'two sided normals'
@plush yew no so i want That Player one and two are facing Esch other wherever they are
Ok I misunderstood
So Does anyone Knows how to handle this ? I will that this will be like all fighting Games Player one and two wherever they are they Need to Face wach other
Each other*
How do i get the landscape deformities to stay? if i am dragging my spline the landscape deforms, as soon as i let go, the landscape goes back to default and the deformities dont stay. Help please!
i tried a lot of things on the internet but i can make it so a static mesh is all ways lit not mater if their is a light source or not
@candid stratus set the material attached to the mesh's shading model to "unlit"
ok ill try
anyone know why this isnt working
i want to set a limit to my falling speed value with clamp
but it isnt working like i want
no one here knows how to setup the spline to deform the landscape?
anyone using alsv4?
@sweet relic i tryied it and this happened. Instead of the mesh being lit instead it the green turned black
@candid stratus Edit the material and plug the wire that is connected to "Base Color" into "Emissive Color"
k
Omg thankyou so much. I tried to fix this for ever and the answer was so simple. God bless you.
Is there any way I can have certain actors change the parameters of the custom depth post process material
dynamic instance material, though I'm not sure how that works with post processing
exactly like this
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
No its a post process material
I mean dynamic instance materials are supposed to work with all materials
but I haven't tried that particular combo
How i can make it appear as i start the game?
i did put it in the skeleton
but as i start
its not showing up
if any1 can help and thanks
post process materials are put in the camera
you put different post process materials in the camera post process
I'm aware of what a post process material is
they are not placed on the actors themselves
doesn't mean you can't act on them
i still cant seem to get rid of this error, i only have 1 sky sphere. i could just set it to false but i am curious as to what it is causing it in the first place.
technically they are part of the camera modifiers
so you can look into making different instances that you can swap out for your camera manager class
these weapons look like this because of the post process material
how can I make one of them purple and one of them green
I just gave you a pointer on where to start
I am using custom depth
why do you think that matters?
https://gyazo.com/4f2d8c9c54aaf85d246708ce6697b826 Am sorry for asking this again but i cant see this cape as i start the game
even tho i did put it in skeleton
why isnt it showing up?
I want to be able to have multiple custom deptj
if you're not getting an answer then people most likely don't know @plush yew
spamming won't make it better and will just get you banned
@open eagle do you know cpp?
Kinda
not really
Wait
i think i can change the material to act on this stencil value
I downloaded 4.24.2 and forward shading is enabled by default?
@tired oracle are you doing VR?
No, I'm just wondering if thats normal now lol
never seen it enabled by default
was wondering why it was taking forever to compile
if you're using VR or mobile
Guys I am using the "Editor Apply Spline" node to deform the landscape using normal splines, it works as it should when I am dragging the spline (It deforms the landscape) but as soon as I let go, stop using the spline, the landscape deformities go away. How can i make it so that the landscape deformities stay after i stop dragging the spline?
then it'd be normal, but I honestly haven't seen it for any project I have on 4.24.2
yeah weird. First time loading it up
how can i do this but instead of static meshes id like blueprints if possible
@bitter iris is StyleArray your own variable?
yeh
create a blueprint type
then just look for that blueprint type when choosing the array variable
and voila
Hey, I don't know if this is the right channel for it (if it isn't, please correct me), but I need some assistance with my UE4.
Ever since I've updated my UE to 4.24.2, my Swarm Agent hasn't been able to build lighting. Each time I chose to build lighting, my UE froze and Swarm Agent kept spamming the following in console.
1:12:39 AM: ... registering SwarmAgent with remoting service
1:12:39 AM: ... registering SwarmAgent network channels
1:12:39 AM: [ERROR] Channel registration failed. Reason: No such host is known
, Callstack: at System.Net.Dns.GetAddrInfo(String name)
at System.Net.Dns.InternalGetHostByName(String hostName, Boolean includeIPv6)
at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
at Agent.AgentApplication.Main(String[] args) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.```
If anyone knows a possible fix, please mention me.
@plush yew Check That your material is double sided
If you are showing inside faces and they aren’t shaded
#looking-for-talent read pinned messages
I don't mean talent...
I am looking for someone to assist me cultivate talent.
Like someone to help tach a bit?
Don’t ask to ask. What would be the purpose
WHOOPS TEACH!
Ask your question and maybe one of the few thousand people will answer
If you want a tutor. Go to #looking-for-talent
(and read the pinned message there :) )
Goodluck. This is not said with sarcasm.
@plush yew google for tutorials before asking
why are people often times so offended when nobody is answering their questions on the fly?
@plush yew hit support voice chat.
because people think this is a service they're entitled to
:/
I cant get to deform the landscape using the "Editor Apply Spline" node. someone help I am stuck in this since this morning.
I know right
Yall are salty tonight
it takes a better person than me to be spat in the face and still put a smile on
like me 🙂
lol
it is always salty in the salt mines
any help would be appreciated, regarding the "Editor Apply Spline" node.
has anyone ever had an issue where an uninstalled plugin tries to still load when starting ue4 and doesnt let you package?
nope but maybe #packaging has the answers?
how are you uninstalling it marley?
it wasnt on marketplace so just moving folders out of the project
open up your .uproject file
^
in notepade and delete them out at the bottom
make sure the last } before the ] does not have a comma after
you can also probably set
Enabled
to false but idk, try delete first probably
didnt work
did you close editor
yeah :/
whats the error exactly?
also re-open to the uproject file in notepad to verify it didn't repopulate
On start up it says "fail to load" a bunch of components from the plugin, even though the files arent in, and its not enabled
the uproject file still does not reference the plugin?
does it exist in the plugin browser?
nope
for both questions ^, not in browser and the uproject in notpad didnt repopulate
how do you turn a staticmesh back into geometry? ping me when u respond
do you have a have an intermediate folder you could try deleting?
lol i should have thought of that one cranz
thats been the answer to like every question as of late
and it usually works
its no where in my project files, no where in the cpp files
yeah delete the intermediate folder though
it'll force a shader rebuild and cpp rebuild
hi
I have question
how to flip horizontal object?
but will likely terminate the issue
like the plugins folder?
oh delete the whole thing?
yup
@strong moss did it fix it?
Can i get the impact location between two collision boxes using on begin overlap?
@rotund scroll everytime i open ue4, i see a bunch of references being populated in here. Not sure if that can help
@rancid lynx only hit events give off impact locations
@strong moss idk, I haven't had this particular issue. worst case, try and migrate all of your content to a fresh project and see if that works
but before that double check your .uproject file and see if you haven't forgotten a } somewhere
lol, just encountered weirdest issue
I have T_TestSky_4096.tga file that UE4 refuses to import allegedly due to https://i.postimg.cc/SKGvp6mB/UE4-Failed-TGA02.png However, if I rename it into T_TestSky_4096_poop.tga it gets imported just fine.
Hey all. What's the best choice for collision category for my landscape static meshes?
In other words, basically stuff that doesn't ever need to collide with each other? I'm loving my scene but getting slightly worried about the number of mesh colliders I'm going to have in the final version.
There's gotta be some way to exclude them from collision testing with each other, right?
Guess I'll take a look at some point tonight
haha yeah, i figured it out lol
meshes had no collision?
Best way to do Cloth component in unreal?
cloth component?
Is there something better than that?
nah its built into the mesh on unreal
to do cape
no component neccisary, assume your thinking that other engine
nah yeah, capes = cloth sim which is configured on the model. not any component
keep in mind, that that thing they are painting with is centimeters
where its 100 by default, you can go much higher
hello humans , 😄
any ideas how to add colissions to a data smith file quickly !
it's a pain to add manually to each wall and each floor and each opject and actor !
When using the component begin overlap node, it activated multiple times despite having a do once node
@lime gull you answering me ?
consider adding a boolean and doing the do once yourself @lime gull
is your actor a character @candid stratus ?
Ill try that
yep @normal burrow
are you in a physics volume defining the gravity?
what do you mean
how are you setting gravity z to 0
did they fix it so you can make dedicated servers without a custom engine build already?
yeah that doesn't do anything for character movement component
on enable gravity
use gravity z scale on the movement component leprechauns
I used a Boolean but it still activates multiple times
ok
hm lightsaber
it should activate once per instance
do you have multiple of these?
Yeq
How would I blueprint a chest that I can open with a vr controller? I'm good with attach to component. But that would disconnect the lid.
each one will allow one activation
if you want the first one to not allow any others to run, yould have to get all the instances of that blueprint in your level and set their booleans to false
or some other mechanism
Hm
Its weird cause I did this on another project and it works fine
But for some reason on this one its not doing it
Hmm maybe a look at node
How the heck does he pin the door blueprint to the mouse controller? How would I do mthis with a vr collision box. https://youtu.be/12rAYeEMc4E
In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to make a hinged swinging door using physics constraints.
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&index=1
Join me for Live ...
How does he pin the door blueprint to the mouse? I want to pin it to my motioncontroller
physics handle at location?
hey guys if I want to make my character max speed to be 200 when reloading, do I use event dispatcher?
you can manually change max speed of walking
just call the "set max walk speed" node, when the reload starts, and set it back to default when it finishes. i forget the exact node name.
get pawn controller, or get character controllers, should give you access to "movement something" node
gotta afk
ok and I would have to disable sprint and crouch during the reload, right?
@solid whale you could make it out of static mesh components instead of individual actors
might not be a design question
@normal burrow I am using static mesh component
why is my entire Unreal Engine 4 frozen by opening a file that has like 5 images
I can't even open task manager
Yeah I just meant, you can have many of those on a single actor
if they are static, the less actor overhead the better
doesn't really matter if you convert the actor to a blueprint on file or not afaik funk
in terms of performance i don't think it makes a difference
Thank you @normal burrow that is a much clearer answer than what I got before haha
yeah thought originally you were saying 1 plank 1 actor but yeah if its just between if it lives in a blueprint or in the level, i don't think this matters
guys
after applying collisons
i can't move into tight spaces
like this
any way to make the guy like thinner 😄 ?
how 😄 ?
it's 1 m
if you find the fps character in your project, you'll wanna adjust the radius of the capsule component
things might get weird
yeah find the capsule component and change its radius to 40 to clear 1meter
is this the blueprint editor?
You will want to select the CapsuleComponent in the list of components and it should be under Shape category Capsule Radius
you could type it in to the search details box to quick find it too
why does it take so long to delete files?
it has to verify they aren't in use
and if they are in use it has to shut down things
Or you can do it at the OS level and deal with the aftermath 🙂
What’s connected to the sink?
Sink is on the right
Try normalizing worldvertexnormal
Also try expanding the last multiply node before displacement to see its visual value
it's blue
I think maybe that was for me?
what is it though
Go to bed
It shows you the output, try it everywhere
Dem displacement.
?
Hey, anybody know how to give a VectorPerameter UV coordinates?
Ive got UV math to make UVs wiggly, but I need to apply that to my mix of colors.
Might be misunderstanding you. You use the texture coordinate node to get uv index
Indeed I would, but how do I apply that to my color mix?
What im looking for is:
Color mix>Wiggly UVs>Output
Closest I can get to that is multiplying my mix, by a Texture Parameter with wiggly inputed to its UVs. But obviously thats an issue, cause I dont want it to look like the texture.
You can append them and set it to Tex in an empty texture node
my vertical scroll box doesnt work with left click and drag (i have disabled the scroll bar and am scrolling by clicking on the buttons within the scroll bar)
@stark acorn : Save that for a horror game 😄
I think I'm finally getting a hold of this whole "grass" thing!
grass is another pain my ass that i'm trying to avoid
i couldn't pump anything correctly till now
it just ruins the geometry of the surface
it works here
but not here
Those uv's seem off, yeah
Take that same screenshot in unlit/wireframe mode?
You have displacement map issues, huh
Hmmm
that's annoying T.T
I can't put my finger on it exactly
But it looks like your UV's are getting mangled before they head in
No, I gotta go to bed here soon
T.T
Try it without all that UV math you're doing. See if you can get a basic displacement map working first on as simple a surface as possible
okay
I see it now
Your scale is off
That little groove in the surface that you're hoping to make little cracks with is getting multiplied huge somehow before it displaces anything
Yes, all that
umm the uv value is 0.2
Just plug in texture coord to uv for now
Then mesh has bad uvs
Yeah, that's still very possible
i have no clue how to make good uv's though ! , what i did is installed datasmith exported from revit
imported to unreal
It’s a basic that you’re going to have to learn.
i'm not a 3d max user at all , i don't thank it's possible to control uv's in revit !
You can use blender, Maya, rizom, etc. You’re not limited with options
None
Blender is free is all I gotta say
Hey, I don't know if this is the right channel for it (if it isn't, please correct me), but I need some assistance with my UE4.
Ever since I've updated my UE to 4.24.2, my Swarm Agent hasn't been able to build lighting. Each time I chose to build lighting, my UE froze and Swarm Agent kept spamming the following in console.
1:12:39 AM: ... registering SwarmAgent with remoting service
1:12:39 AM: ... registering SwarmAgent network channels
1:12:39 AM: [ERROR] Channel registration failed. Reason: No such host is known
, Callstack: at System.Net.Dns.GetAddrInfo(String name)
at System.Net.Dns.InternalGetHostByName(String hostName, Boolean includeIPv6)
at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
at Agent.AgentApplication.Main(String[] args) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.```
If anyone knows a possible fix, please mention me.
Okay, I'm enjoying being a crunch master 😄 We all appreciate the hard effort. But you have to be wise and listen next time when somebody tells you that you are a bit overestimating yourself. @stark acorn
Anyway, keep the hard work 👍
4.24.2 seems quite troublesome for me, is it the same for others?
Thank You for Unreal Engine! https://youtu.be/MjWBHNktuiI
3d USSR Audio Listovka 2 2020 02 11 11 21 51
getting errors from basic things
hey i just wanted to ask a question
i want to spawn a portal that moves at the black line and stays still at the red circle
i thought a spline would be a good idea
but is it possible that the actor (my portal) stand still at the end of the spline
or is it not possible to deactivate the loop that it doesnt start again at the beginning
Okay, I'm enjoying being a crunch master 😄 We all appreciate the hard effort. But you have to be wise and listen next time when somebody tells you that you are a bit overestimating yourself. @stark acorn
I'm not over estimating my self at all, i'll keep pushing until i get it , the thing is i really like it , regarding the job thing , i don't care about it tbh ! , it's just i wanna do it .. be able to make cinematic grade renderings , vr and animations .. even if it's gonna take me couple years or something .. i'm fine with it 😄
@lapis vine
i'm following something on udemy
but it doesn't cover everything i need :/
that's why I'm saying
this one ?
a few years ago I followed a wither 3 style crossbow making master class
from modeling to texturing
it was amazing
don't know if you can still find it
the thing with modeling , i use revit !
and i'm facing tons of problems because of that :/
i'm an architect hehe 😄
and can't you make the buildings instead in max or blender?
there is a course of modeling architecture for blender that is very good
nah, i have no idea about anything in these softwares
+revit is a thing when it comes to buildings
if you say so, I believe you, I don't know it 🙂
it's specificly made for buildings and architects
the problem is it uses data to make 3d models
not vertices and polygons and such a stuff
it's cool 😄
if you say so 😄
I'm too used to vertices
even z brush is weird for me, because it has too many vertices 😄
i don't know , i agree 3d max and blender and such stuff is way easier to use when it comes to UE
the thing is , i don't know how to use them at all.
that's why I said that courses matter
they are hard to grasp without them
too many shortcuts, functions you can't really know without seeing someone use them
i don't know , at the beginning of every software i use , i start with knowing a process of doing something specific
and then i keep expanding until i'm able to do what ever i want
does anyone know how to request a dev code for steam , for networking
I guess you could try that, Batz, maybe it will work for you
didn't for me, but everyone learns differently
this is how it works for me
now can you help me out with the displacement 😄
i've been fighting with ue for more than 8 hours with no results !
but with revit no idea how it works
I'm not an expert, I don't want to be even more trouble for you 😄
hahahahaha nothing bad will happen
wanna show you screen share of what's happening with me
maybe you can help 😄
can't you screenshot and post here?
ah, scrolled up and saw
yeah
will try find someth uvw
any scripts or plugins for 3ds max that could help me out with this ?
from what I remember 3dsmax has something to automatically fix uv's
i don't know , guys up there said it's a corrupted uv
so import export to 3ds max will fix it :/ i don't think so honestly !
will check it out
as soon as i come back i have to go to super market , i'm out of dry food my cat will kill me
I want to put a wep in my hand
the best way is to use socket on skeleton?
Cuz i saw people putting it Static in the view port of the player
Any thoughts?
A game instance is not player specific right? if I wanted to pass a character name or anything from one level to another, how would i do that? can the player controller somehow be passed?
Have you ever seen this blend method ? https://www.youtube.com/watch?v=KY2PEN8MXYA
This is an overview video for a custom engine modification that adds Material blending feature to UE 4.21.2
It is capable of blending two materials with a user-defined mask. It also adds an ability to blend objects seamlessly into Landscape.
You could learn more about this e...
no
It looks awesome but I'm not sure to get it... It says in description that it's a "custom engine modification". There is a thing to download from GitHub. Does it mean that it's a special version of UE, a kind of specific build or I dunno ? 🤔
( this thing allows to blend a mesh with another mesh, what it's not possible normally... I believe... Normally it's possible to blend just between mesh and terrain )
How i can tell the animation that if am holding my wep do these animations
and if not go back to normal
dedicated Bool that indicates whether you hold a weapon
use two states, one for the weapon, one without
done
hey I'm making a mobile game, whenever I launch the game in a new window I need to resize the window every time. Is there a way to change the default window size?
@thorny roost Hey there! Yes! click on the little arrow on the right of the play button, go to advanced settings, set your viewport screen size there!
Guys i have a probably stupid question, is it normal that when i'm building it tryies to build even the engine content??
It compiles like 9k shaders when i only have maybe 200? i find it weird, could it be i'm doing something wrong?
@molten bobcat Fantastic, thanks. That will save me minutes of time for sure
@molten bobcat how do you know that you have only 200 shaders?
@zealous spear Hello! i can call for a validation and read the paths, "out of scope" assets (engine content) is around 2k while my overall number is less than 200
Data validation SUCCEEDED. Files Checked: 2.204, Passed: 128, Failed: 0, Skipped: 0, Unable to validate: 2.076
But this could make you an idea
i think i found an option in the packaging settings menu, im going to try
nope, nothing still not working, one more weird thing is that while packaging looks for a file that i once removed and gets me a warning... the file (a particle system (niagara which i disabled) ) is nowhere in use or mentioned, i just safely removed it
and yet there it its
I have niagara too
but i don't think it is necessarily the problem
Yea
niagara doesn't work on mobile sadly so i had to disable it
glad to hear 🙂 i had to convert all my VFX to cascade once i realized
Well
So you know how to make mobile games...
Can you add me when I'll have some questions
Thanks
Unknown Cook Failure
Unable to find package for cooking /Game/Particles/test_System
Runnable thread PoolThread 9 crashed.
[Callstack] 0x00007ffbd483f763 UE4Editor-Engine.dll!UnknownFunction []
HandleError re-entered.
Runnable thread PoolThread 13 crashed.
Runnable thread PoolThread 10 crashed.
HandleError re-entered.
begin: stack for UAT
[Callstack] 0x00007ffbd4846d54 UE4Editor-Engine.dll!UnknownFunction []
[Callstack] 0x00007ffbc9509dd1 UE4Editor-TextureCompressor.dll!UnknownFunction []
HandleError re-entered.
HandleError re-entered.
=== Critical error: ===
[Callstack] 0x00007ffbd484672a UE4Editor-Engine.dll!UnknownFunction []
Runnable thread PoolThread 8 crashed.
[Callstack] 0x00007ffbd484652e UE4Editor-Engine.dll!UnknownFunction []
[Callstack] 0x00007ffbd7239f88 UE4Editor-Core.dll!UnknownFunction []
[Callstack] 0x00007ffbc95084b3 UE4Editor-TextureCompressor.dll!UnknownFunction []
[Callstack] 0x00007ffbd7579f5f UE4Editor-Core.dll!UnknownFunction []
Fatal error!
[Callstack] 0x00007ffbd75704b1 UE4Editor-Core.dll!UnknownFunction []
Runnable thread PoolThread 11 crashed.
[Callstack] 0x00007ffc3e337bd4 KERNEL32.DLL!UnknownFunction []
[Callstack] 0x00007ffc3f54ced1 ntdll.dll!UnknownFunction []
Unhandled Exception: 0xc06d007e
Crash in runnable thread PoolThread 9
Runnable thread PoolThread 12 crashed.
Crash in runnable thread PoolThread 11
Crash in runnable thread PoolThread 12
[Callstack] 0x00007ffc3ce8a839 KERNELBASE.dll!UnknownFunction []
end: stack for UAT
HandleError re-entered.
Cook failed.
Unable to find package for cooking /Game/Particles/test_System
these are the warning\errors
Delete /intermediate folder (half joking)
It works
Hi so anyone could explain the material quality level?
materials get compiled out into different quality levels; high is generally always used, but it is possible to defer to lower quality levels on weaker platforms where entire features (e.g. subsurface scattering) get dropped
I've not looked into the specifics, but I'd hope it's documented somewhere
okay so yeah, i was just trying to set it to medium so i thought it would speedup the engine a little 🙂
is this 'Material Quality Level' not a scalability settings for runtime @wary wave ?
the drop down you're looking at is for previewing the run time settings
dunno if it would actually increase editor performance much
I assume it would, but the editor has a load of stuff on top that makes it a lot slower than the run time
just wanted to be sure as its compiling shaders all the time :/
it'll only be compiling shaders when you change materials - in which case it is probably compiling for all quality levels
its a interesting setting, hope to get faster 🙂
Hey all, can someone do a test for me in engine (4.23). I've just created a new Curve Table and the source file button doesn't work (Browse). Everytime I click it, it just puts a string below of 0001.01.01-00.00.00
Any1 tried Combo attacks using Play Montage
If any1 can explain it
or have a bp how its works 😄
@grim ore has
@plush yew Take a look at the ActionRPG project - it shows you how the Combo attacks work
Am watching it atm
its amazing
but he is doing it in a weird way
😄
@normal burrow MathewW has everything hehe
It’s true
really wanna know how it works
how can i call the event if something is in hit with smth
hello
Is it possible to find the sound played when the game compilation succeeds?
I see UE4 roadmap got quite a few goodies on it for 4.25
I wonder how many of those are going to work on mobile (without mobile HDR)
@abstract relic in all seriousness any idea why this is happening? i even updated all my AndroidWorks packages but nothing, i think i might just try with an empty project 😦 what an hussle
I cant believe that anno 2020 ue4 still randomly moves a selected mesh when flying trough the viewport
Hi guys, I have a problem with launching editor (whether through source or project file). It is stuck on 72% loading. It happens after modifying an asset and then restarting the editor - doesn't matter if the asset is a blueprint, animation, montage or data table. I can point exact asset that cause it (I got it by reverting files one by one). There is absolutetly no errors nor warnings in output log. When I pause execution in visual studio I can see that it is stuck on:
return (WaitForSingleObject( Event, WaitTime ) == WAIT_OBJECT_0);
inside Wait function inside WindowsPlatformProcess.cpp.
What's worth mentioning is that it happens on every engine version: 4.22, 4.23, 4.24.
Unfortunetly I cannot give any repro steps cause it happens randomly (nor can't provide project sources).
I fixed it once or twice copying troublesome asset and working on a copy of the asset - it worked just fine, but this is super annoying since I do not always know which assets cause the issue after editor restart.
Have you guys ever experienced something like this?
can I ask questions in here?
can someone tell me if its possible to export .uasset files and change them to .FBX files?
Ive bought an asset pack but I cant get it to work.. 😦
you can export as fbx inside ue4
You right click on the skeletal mesh and go to asset actions -> export
animations as well? I can only find the export all option, how do I expert just animations for example?
Yes exact same process
thank you!
@light lintel Take a look at the BP_PlayerCharacter functions "Do Melee Attack", "Jump Section for Combo" and at the asset "JumpSectionNS" which is a notify state that enables a combo period in the player character (basically animation says "Okay our combo window has started" and the player character can use this boolean to see if it should trigger a combo to jump to the next montage section)
guys can i move material from a project to another one ?
why 4.24 BP graph opens up new tab even if it's existed already? How to fix this bug?
how do i remove this lines without enabling game view?
I'm having issues with my vehicle flipping all over the place when I'm driving - Not sure why, think it could be due to how I've set up the collision? You can see the issues at this timestamped video: https://youtu.be/_SRss_khsCk?t=212
@normal burrow what do you mean?
Where did you get the animation Milan?
both the animation and the assets from the marketplace
the animations on is the free one that almost everyone uses i think, cowboy pack i bought
Different packs?
the western pack didnt come with animations 😛
is that the issue, sorry im new to all of this
Does anyone know why I might be getting this when I try to import my rigged char? 'Mesh [Geometry have no name] in the fbx file is not reference by any hierarchy node. '
p@t 😄 you are my guardian
@normal burrow
the material issue i talked about !
i created simple box in UE4
same problem happens to it :/
how to fixx this 🙂
Milan: probably. You gotta look at the direction the bones point.
I've got a Problem too :(
If animation says x forward and bones say y forward you get twistyman
Disable tesselation @stark acorn
i want it to work 😦
Need to know what it looks like without it
@stark acorn if your surface is going to be flat, not a box, then you can use tesselation/displacement. if not you are going to have to limit it to the non edges using a mask or something else. You are basically saying "hey lift up the faces of this object" and that means the edges will not meet anymore
okay how to do mask to a single face ?
@stark acorn did you try turning on "crack free displacement" in tte material tessellation settings?
hello from where i can buy server like from amazon , for my server ?
And digital ocean is same thing but cheaper
and there's easy to use ?
at amazon is 1 free year
There are Windows Servers
crack free ,
digital ocean is a bit easier to set up than an EC2. But ya you will need to use ssh and set up p4d or whatever yourself
Or svn for a less horrible experience lol
and i have a problem , i can't find lan servers from a another pc on the same network
Firewall settings on either computer with your app need to allow private networks
it is
It defaults to public
it is default to private at me
use a cube with rounded edges if you want to apply tessellation all over it
Hey, I don't know if this is the right channel for it (if it isn't, please correct me), but I need some assistance with my UE4.
Ever since I've updated my UE to 4.24.2, my Swarm Agent hasn't been able to build lighting. Each time I chose to build lighting, my UE froze and Swarm Agent kept spamming the following in console.
1:12:39 AM: ... registering SwarmAgent with remoting service
1:12:39 AM: ... registering SwarmAgent network channels
1:12:39 AM: [ERROR] Channel registration failed. Reason: No such host is known
, Callstack: at System.Net.Dns.GetAddrInfo(String name)
at System.Net.Dns.InternalGetHostByName(String hostName, Boolean includeIPv6)
at System.Net.Dns.GetHostEntry(String hostNameOrAddress)
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineName()
at System.Runtime.Remoting.Channels.CoreChannel.GetMachineIp()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel.SetupMachineName()
at System.Runtime.Remoting.Channels.Tcp.TcpServerChannel..ctor(Int32 port)
at Agent.AgentApplication.Main(String[] args) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealSwarm\Agent\AgentApplication.cs:line 133.```
If anyone knows a possible fix, please mention me.
Hey guys, I have this door and I want to make a hitbox around it, how do I do that? I tried making a Shape_pipe and hide it but it's hitbox is filled in...
So I've made this little Foliage andas you can see the Grass is moving way too fast... Is there any "possible" problem ? I have no Wind volumes in there so...
@plush yew restart computer
@normal burrow thanks, is there an easy way to do that? which way do you recommend?
If that doesn’t fix it, rebuild lightmass
Assuming you run github source
Not really an easy way to correct bone orientation
I'll try that
should I try to find a different animation pack then?
https://youtu.be/KIQupdGzr-A @hollow tusk
Download the Auto-Setup Tool (Beta) for Unreal Engine here: https://www.reallusion.com/character-creator/game.html#auto-setup
Read over the special notice and learn from our community: https://forum.reallusion.com/Character-Creator/Export-to-3D-Realtime-Engines
Beretta from ...
@plush yew I had that same problem so I’m giving you what fixed it for me. Restart required
Delete intermediate folder if nothing else works
Morning y'all!
Hm idk what is wrong then
is there a method to host the server from my pc to everybody ?
Ok so I managed it so I could import the character but now I get these messages instead. Any ideas as to why?
@normal burrow I have done the things you said, none of those worked. Should I try reinstalling UE4?
deleted intermediate folder?
Yes
try restarting once more, the program crashes and keeps the port open
Swarm Agent is throwing C# exceptions when clicking pn Network pings in its UI
so maybe somewhere along the line you fixed it again but the one failure is hanging
Alright
I'll try
hello I want to create death function-I mean when the health is 0 the player to be dead-the function needs to be custom event or function?
Still the same error.
I'll reinstall UE I guess. 
hello everyone, question is as follows : when combining multiple meshes as a single blueprint all collision breaks, is there any way around this or am I forced to either use separate collision volumes ( to the combined BPs ), convert the combined BPs into new static meshes or simply use single static meshes everywhere?
@normal burrow could you dm me?
I setuped the death function-now how to do the animation?
Update your animation sequence to include a function or branch stemming from player health
my UE4 lags alot what to do
Anyone know how I can blend my character's hair color to the mp bar so that the hair gets closer to red as the bar gets closer to zero?
I'll ask in #graphics too
@jolly steppe Use a dynamic material instance?
Hierarchical material relationships that allow modification of properties to alter behavior and appearance of child materials without shader recompilation.
Guys, pls help, i installed the latest ue4 version from fresh, created a new empty project, even with that when i try to pack it for android i get errors
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): LogThreadingWindows: Error: Runnable thread PoolThread 9 crashed.
and more and it fails the build!
i don't get it!! what's wrong with it
this is the complete error log (just the errors)
My mesh is still twisting, where can I change the bone direction ?
^ permanently I mean by that
you need to retarget the animation
i mean 'need' as in, this will be easier than changing the above
Is it possible to launch an external process/program via ue4?
heres probably a better video https://youtu.be/xy9aLbZLdeA @hollow tusk
@lofty wave out of the box no, you can if you make a C++ function to do that.
How would that look like?
@hollow tusk if you are using blender to animate tough luck my friend, i had the same problems, unfortunately Blender has non compatible animation rigging values (bone roll)
hey is there a place I can post concept art
i solved using a free plugin called mr. mannequin tools that helped me retarget the standard ue4 skeleton to mine
if fire and forget slenlen
you'd make a new blueprint function library in c++ from the class list
then make a function in it that calls system() in c++
taking the string to run as command as an argument etc
if you need to actually track the process and wait for it to finish slenlen it becomes way more involved
@normal burrow i watched that video, but i think that only works if the skeletons are configured in diferent ways, and these two are the same i believe
the names are the same milan but the orientation of the bones are not
Ok and would it be possible to create files trough ue4?
retargeting will fix it, you may need to make a duplicate skeleton @hollow tusk to retarget but, retargeting is what you need because the orientations aren't the same. If you really want to fix the orientations to match the source animations you'd have to open the mesh up in blender and edit the armature, with axes displayed and match X and Z to what the other skeleton has for X and Z
if you want to see what i mean milan, and have blender, export each character to fbx, then compare the bone directions as imported by blender
at the end of the day, you'd still likely want to retarget even with fixed bone orientations unless the biometrics (arm lengths, fingers) are identical between characters
@lofty wave create files?
hmm yeah idk tbh about text files as far as what comes with unreal and blueprint ready
Sorry I'm really trying my best, but I still don't understand what im doing wrong, Ive watched the last video, but he isnt mentioning the direction of bones there as well right? where do i change these?
hello I want to create death function-I mean when the health is 0 the player to be dead-the function needs to be custom event or function?
events and functions functionally are the same
so yes you should make a custom event or function and call it whenever you need to call it from wherever you need to call it from
blender or a 3d modelling package @hollow tusk , you don't adjust these things in engine, its an asset issue. so you must retarget the animations or re-author things yourself
@plush yew call the montage to play the animation from the BP. play just the animation. Tell your anim BP that the player has died and to trigger that transition. swap out to a new anim bp that has the death animation. any of those would work it depends on what you are doing now.
so to write play animation in the vent graph? here where are the other events and stuff or?
@grim ore
if thats what you want to do yep. It's up to you there are many ways to do this. I dont know your code or where you wnt this to happen
so what to do next to choose the aniamtion?
I need when the heal went to 0 to play animation for death and disable movement as it is
you would make a montage to play since you chose the play montage node
or you can use the play animation node and play an animation
yup I need to play animation I think?
hey i want to reduce the size of my code so im using macros but dont know how to do it with my current situation because
i cant get the location of the element
which?
because its just an object
and im getting 3 different object arrays
(references of the bp)
@plush yew none of those. Those are for UI. You should watch some videos or read some documentation on the animation system.
ok send me link
@smoky sonnet Your macro should take in an Actor not an object, change to Actor since you are passing in an Actor right?
ty
I want to add an explosion of my grenade and when I add it (Create 2d Sound) I dont hear enything, Help? :/
@sweet relic I did it! I got the hair to change with the mp! Thanks! :D
@plush yew which node are you using, Play in editor or standalone or built package, does the sound actually work when you play it in the editor, etc.
Mathew, your video also helped with my color hair color thing! :D Thanks!
create sound does not play it
so you need to play it after you create it or use a play sound node
so for example you could use a Play Sound at Location node and since you are inside the grenade feed in the actor location so it plays it there
Ahhh I used Create and I need Play ahhh Thanks Mathew 😄
If any1 can help with this
Am trying to attach my wep to my hand
Socket is the best option"?
@plush yew I believe so
Milan what i have in mind is
when ever i press 1 the wep show up to my hand
and when ever i press 2
it gose to my back
without animations
Am kinda confused where to start
Start with 1 weapon
We take a look at how we can set up a gun for the character, more specifically the AK-47. We show you how to import the weapon into the game and have it spawn inside of the player's hands.
We also go over how to align the gun and set up the socket for it.
► Resources: https:...
This video explains it really well
Ok thanks mate
anyone know why i cant access my delay variable in background in another bp
or just in the second screenshot?
wow
solved it
now it is
variable type wasnt correct
weird
err, what?
What you can’t mind read ambershee?
I took the class but apparently it was useless for real world application 🥁
ye probably goes to #work-in-progress @dry merlin
oops sorry
anyone know how can i bind a value of a bp to the UI progressbar
it doesnt work how i done it
any tips?
is it possible to grab world outliner content list as a simple text? 10 objects, 10 lines etc; not for in-engine use
when you name files do you name the type before or after ?
BP_HUDPlayer
or
BP_PlayerHUD
me?
no, just asking in general
just asked because i dont know why it should affect the functions
thats why i thought you are asking somebody else
dontbinddontbinddontbinddontbind....dontbind
for the next part have you tried debugging to see what value is being sent to your progress bar in that binding?
@midnight bolt there are blueprint scripting utilities nodes in the engine that can get the current level actors and you can do what you want with that
tick, get all actor, get value, update. tick, get all actor, get value, update. tick....
unless you change your score every frame binding is bad
anyone making a sprite base game? I found this and I think it's super cool :0
You can download the application for windows from our Patreon:
https://www.patreon.com/DAINAPP
If you want to discuss the project, join us as Discord:
https://discord.gg/fF7rcgS
DAIN let you create interpolations with all kind of video and animation, here are some examples u...
ok mathew thanks
in your binding after you get your score but before you return it, use a print string and see what it is actually using
what i need to put here ?
@fierce forge an actor ref (the actor who's rotation you want to get)
@smoky sonnet if nothing is coming out then your binding is not being called, its possible you need to assign it again
it can also fail if you change it anywhere else in addition to the binding
if i put get owner i have a problem with replications
If you don't connect anything to those pins it will use the actor of that blueprint
hence why it sais (Self) in the box when nothing is connected
it is worst if i don't connect with anything cuz i have an animation glitch when it is self
ahh
hey everyone I'm new here 😄
Finally release something from my Mega Grant 😄 https://www.youtube.com/watch?v=Il6LVXqSlRg
This is a short lesson on how to best capture a full object. without having to mask your images.
This video was made possible thanks to my Epic games Mega Grant
Save time, do it right.
For more scanning related stuff, check out my social media:
I want to add Emission color to some parts of my wep
not all of it
is that possible?
have any of you guys tried pixel streaming? I'm trying to set mine up
Yup
I think you can add a texture with white and black color data. White areas will have the most emission and black would have non. You'd have to use a multiplier to make it brighter though.
The problem is
The material is covering the whole weapon
Am using your way Torbulous
But my wep got 1 material for the whole thing humm
Bone*
you would have to use some add and multiply nodes on the material and use a masked texture
or pack an emission channel into your texture if you aren't using one of the channels and use that
@grim ore can you just explain more about masking?
Yeah if my whole weapon had one texture and needed emission on only certain parts that's how I would do it. Make a texture to make the emissive parts white. The hard part would be making the texture though
the "material" and the "texture" are different when referring to how you make stuff look in UE so you need to keep that in mind @plush yew You can have multiple textures in a material so even if it's one material on the gun it might be multiple textures. If it's one texture in the material you can still add more things to the material for extra effect.
I wonder if there is an easy free windows compatible png editor that supports channels so one could easily make a mask in the alpha channel on a texture
gimp, oh wait easy? no hah
like load up the texture, clear out the alpha channel, overlay the RGB and then paint in white on the alpha your emissive mask
save the png and wham packed mask in the alpha for your material
@normal burrow could you link me a tutorulaon how to rotate bones in blender?